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#31
Colonial Space Map Discussion / Re: Custom Map #11643: Guppy T...
Last post by toolforger - December 29, 2025, 09:48:39 PM
Huh. Weird.
It just... worked?
Not sure why. Maybe because most creeper is simply out of range, because the very top of the tree isn't levelled to 10 before it gets overflowed with creeper.

Once the second PZ is conquered, the rest is indeed just walking down.
#32
Colonial Space Map Discussion / Re: Custom Map #11643: Guppy T...
Last post by toolforger - December 29, 2025, 08:59:49 PM
Weird. I had terped everything to low elevation, except walling off cannons at elevation 10.
I'll try general elevation 10 next and see what kinds of differences that causes; I wouldn't have expected any, but if you say that worked, that's at least an interesting experiment.
#33
Farsite Colonies / Custom Map #5933: CPACK Test 4...
Last post by AutoPost - December 29, 2025, 06:27:27 PM
This topic is for discussion of map #5933: CPACK Test 4 - Nullifier Exp


Author: StormWing0
Size: 320x200
DISCUSS ON DISCORD
#34
Colonial Space Map Discussion / Re: Custom Map #11358: AlexX's...
Last post by fractalman - December 29, 2025, 04:51:36 PM
I missed that it was a jonny haywire edit instead of a raw alex mapp, meant that alexx maps are usually a slog once you're stabalized. :P

I can't recall what I think about your maps in general.


There aren't many cw3 map makers who make me savescum constantly, and sorrontis is one of them XD
#35
Colonial Space Map Discussion / Re: Custom Map #11643: Guppy T...
Last post by Johnny Haywire - December 29, 2025, 04:34:15 PM
See my comments in map #11642.

If you terp everything on the top (set your emitter to the slow burst cycle), the mortar won't be as effective. I went to the right first, and attacked stuff that way.
#36
Colonial Space Map Discussion / Re: Custom Map #11642: Guppy T...
Last post by Johnny Haywire - December 29, 2025, 04:30:49 PM
Terp as much as you can. Click "Terraform" and then shift-click on a level 10 area to set the terps to level 10. If you aren't sure what to terp or you're confused - just pause the game and terp everything to level 10. Literally. Everything. All the way down because why not. Not my favorite way to roll, but it's effective.

You do need to get moving though, because if you still only have one emitter when the bertha stars firing, it might be too late. But there was plenty of time to grab that next emitter, AFTER I'd terped all over the place.

Once you get rolling, the map is enjoyable. The first PZ you capture is pretty much the sole challenge in the game. After that, it's all downhill. Or down tree.

Thanks for the map! =)
#37
Exchange Map Comments / Re: Custom Map #2107: Powerles...
Last post by Sarge104 - December 29, 2025, 01:57:31 PM
Not first but had some fun on this one!Particle Fleet Emergence2.jpg
#38
Colonial Space Map Discussion / Re: Custom Map #11657: Guppy F...
Last post by Johnny Haywire - December 29, 2025, 12:23:10 PM
Solid 9/10 for me as well - thoroughly enjoyed this map!

I can't remember ever having more fun with spores than I did on this map. I mixed it up and used only spores but switched to emitters to take the three CN positions.

This map does a great job showing how utterly useless shields are in most circumstances, but how they *can* be effective, when accompanied by multiple stacked cannons, mortars, and beams - all on PZ's.

The base in the upper-right was fun to capture. I couldn't even see inside the base for all the shields, and I'd be interested in knowing how many shields were placed there. I think the difficultly of this battle could be increased several notches and it'd still be lots of fun. The multiple, almost independent bases is a great idea and you've brilliantly executed it. So glad you're making these again!

Thanks for the map!! =)
#39
Making Maps, Units, and Scripts / Re: Download MARK V map and op...
Last post by Karsten75 - December 29, 2025, 10:12:19 AM
Well, not strictly "download", but you can save if as soon as it loads in the game. You can then move that save into the editor to work on it. 
You can find the save at: 

%USERPROFILE%\Documents\My Games\creeperworld4\saves\colonies
 
Look for the folder with a number equal to the map number. 

To put the map in the editor, create a new folder with then name that you want to use for the map in this path: 
 %USERPROFILE%\Documents\My Games\creeperworld4\editor 

For further questions and a quicker turnaround, use our Discord. 

NOTE: if you use Onedrive then the folders may be in a different location: 

 %OneDrive%\Documents\My Games\creeperworld4\saves\colonies

and

%OneDrive%\Documents\My Games\creeperworld4\editor

#40
Farsite Colonies / Custom Map #5932: Test 1 For S...
Last post by AutoPost - December 29, 2025, 03:11:25 AM
This topic is for discussion of map #5932: Test 1 For Sam


Author: Finlearson
Size: 256x160
DISCUSS ON DISCORD